So, please forgive me and my newbie questions. I got pretty far in my game design and such using the Unreal VR Template, but I ran into a huge error which I couldn’t solve and I want to use your template now. Thank you for .
I am curious, how can I use my own meshes for Doors and Drawers? When I change the Mesh inside the Door Demo item, it appears smaller with that brown frame around it. I imagine there has to be a better way for me to do … same with the drawers… What is the best way to customize these items?
The door and drawers are examples of how to get it working, not an all in one solution that provides auto scaling to correct size with new meshes. I make the assumption that people will not use base color low poly example content in a finalized game.
The walk through door frame isn’t required, it was only added because the door was by itself, it is a child actor on the door actor.
The drawers can be a VRSliderComponent that you set maximum limits on and they should just “work”
i just updated to 4.18 and copied the plugins and deleted the sln files and intermediate folder and rebuild the solution in VS. but its showing the error - the game module VRExpPlugin example not found … please help, i uploaded the sreenshot of the error and my directory structure
I know is quite involved, but I think the features are what I want ideally. I know I also a newbie and it’s a bit overwhelming, but my game will mostly be based around triggers and navigation. I hope you do not mind if I ask more questions, I have never really been so interested in something like … VR is quite compelling.
Another question I have is can I make a trigger change the movement ability of the player? Like change them from ArmSwing to Teleport once they enter a Trigger. I imagine it is possible and digging around I found your nice list of all the movement types. I believe I could just cast to that Motioncontroller BP.
Thank you again for awesome setup… I can only imagine what will inspire people to do, I know it has set my dream game idea higher and higher.
The current movement mode is an Enum for each hand in the template so that it is easier to test them all, setting that enum sets the current movement mode MovementModeLeft and MovementModeRight
Is there a way to dynamically adjust the players capsule size depending on whether the player is sitting or standing?
I imagine I could do something like Event Tick -> Get Player Capsule Size -> Set Capsule Size % (depending on HMD/Camera Location on the Z axis) or something like ?
I am trying to have the character duck under something shorter than the capsule is tall, but if I shrink the capsule, I shrink the player for everything while they are standing. It would be nice to have it change dynamically so the character could crawl and reach for something under a desk without the whole world being shifted or pushed away… Having things push away is a great feature that I would love to keep to block the player from certain things as well.
Do you think would be possible with your template? If so, could you possibly give an example BluePrint? Thank you.
may be… i usually download all the files and start fresh. time i was trying to update the current project with new plugin version as i couldnt find the 4.18 example project.
Can you please share the the link to the 4.18 project example …
hi , we need your help: it seems that upgrading to your last plugin version and upgrading to 4.18, broken vrreplicatedcamera: object parented to that camera do not follow camera 1:1 but have some strange lag… any ideas?
it could be also tested in your example plugin putting “playernamedisplay” in front of camera and unchecking “owner no see” flag
There is already an example in the main graph for the character, it sets up to a timer at like 30htz and resizes the capsule to the HMD’s height.
Search for the words capsule and resize, its not in a function atm, just a node comment box.
I would give a word of warning though, I would generally only use in single player or at a low htz in multiplayer due to the cost of re-creating the capsule collision on the physics thread. It replicates capsule heights now to support people that want it in multiplayer, but it is still costly.
I’ll look into it, Epic changed late updates to use a new class and it also effected the camera, it may not be picking up attached objects. I don’t think I have any cases where I have an attached object on the camera so I likely missed it behaving differently now. I also had to change some things on the motion controllers due to some new and unexpected behaviors that resulted from new system as well.
The example project is always kept up to the very latest released version, if you just download the example project itself it will be 4.18.
I did just find a discrepancy in the latest version, Epic did some last minute changes that I missed. See if the newest version works correctly for you (I can’t test in HMD for a bit here).
Hi mordental,
First thanks for your plugin.
I tried in UE4.18 your Game Template which is using the Vive_PawnCharacter and it is working perfect on my setup for standing only.
I started a clean VR project in 4.18 and loaded your plugin.
As I don’t need all functionalities from the Vive_PawnCharacter I choosed to migrate in my project the SimpleVive_PawnCharacter of your example template.
In my project the SimpleVive_PawnCharacter is acting differently as the Vive_PawnCharacter :
When I move my head the blue circle of the SteamVR chaperone is moving also with the head.
How to avoid that ?
Thank you for your cooperation.
Do you mean the SteamVRChaperoneComponent that epic created? Because the ACTUAL steamVR chaperone is composited in later and isn’t effected by gameplay.
For the simple character the chaperone component isn’t going to function visually because the entire character moves when the HMD moves. The OutOfBounds and InBounds functions should still work correctly, but the component itself will follow you with your motions so anything you attach to it won’t behave the same.
Its one of the downsides of the simple character being outside of Epics preferred VR workflow. You can still manually place objects around you by offsetting by the HMD location. But in the end it would probably be easier to just use the VRCharacter.
I also think you might be confused by the naming convention in the template, the Vive_PawnCharacter and SimpleVive_PawnCharacter are the same blueprint base, the Simple tag isn’t saying that it has less implemented in it, the Simple tag is saying that it uses the SimpleVRCharacter c++ class.
I intend to make a basic barebones character for the template soon so people don’t have to remove a bunch of things they don’t need, but until then if you just want a basic character you should make a new one and only port over what you want, everyone is going to want something different.